-
Bug
-
Resolution: Unresolved
-
Snapshot 13w03a, Snapshot 13w04a, Snapshot 13w09a, Snapshot 13w09b, Snapshot 13w10b, Minecraft 1.5, Snapshot 13w11a, Minecraft 1.5.1, Minecraft 1.7.4, Minecraft 14w02c, Minecraft 14w03b, Minecraft 14w04a, Minecraft 14w04b, Minecraft 14w05a, Minecraft 14w05b, Minecraft 14w08a, Minecraft 1.8.8, Minecraft 15w47c, Minecraft 15w51b, Minecraft 16w02a, Minecraft 1.9, Minecraft 1.9.1 Pre-Release 3, Minecraft 1.9.2, Minecraft 1.9.3 Pre-Release 2, Minecraft 1.9.3 Pre-Release 3, Minecraft 1.9.4, Minecraft 16w20a, Minecraft 16w21a, Minecraft 16w21b, Minecraft 1.10 Pre-Release 1, Minecraft 1.10 Pre-Release 2, Minecraft 1.10, Minecraft 1.10.1, Minecraft 1.10.2, Minecraft 16w40a, Minecraft 16w41a, Minecraft 16w44a, Minecraft 1.11 Pre-Release 1, Minecraft 1.11, Minecraft 1.11.2, Minecraft 17w06a, Minecraft 1.12.1 Pre-Release 1, Minecraft 1.13.2, Minecraft 19w02a, 1.15.2, 20w07a, 20w19a, 1.16 Pre-release 8, 1.16 Release Candidate 1, 1.16, 1.16.1, 1.16.2 Pre-release 1, 1.16.2 Pre-release 2, 1.16.2 Release Candidate 1, 1.16.2, 1.16.3 Release Candidate 1, 1.16.3, 1.16.4 Pre-release 2, 1.16.4, 20w46a, 20w49a, 20w51a, 1.17, 1.17.1 Release Candidate 1, 1.17.1, 1.19.3, 1.21.3
-
Confirmed
-
Block states, Redstone
-
Normal
-
Platform
When a piston receives a 0 tick redstone signal it pulses instead of staying in the current state. Before 1.3.1 pistons would turn into derp pistons but now they pulse which is equally annoying. It destroys piston based logic (most importantly instant logic).
It is pretty easy to recreate this bug: Just connect a input with a 1 tick delay (repeater) and the inverted input (1 redstone torch = 1 tick delay) to a piston and switch the state of the input.
Update 1.5.1:
For pistons this bug is still not completely fixed because when receiving a 0 tick redstone signal from other pistons (e.g. in instant logic) a piston will still pulse sometimes depending on how the redstone gets updated.
Edit, 16-MAR-2016: It would be really nice if 0-tick/micro pulses (or as Dico has correctly said years ago, non-existing pulses in Minecraft terms) would finally be patched out of the game and if the game was able to handle actual simultaneity. So a proper/intelligent block update algorithm with a consistently synced quantized timeline instead of random Java hashsets and micro time-intervals, which would allow multiple blocks (that interact with eachother) to be updated all in the same gametick into their correct new stages (instead of purely successive block updates which leads to wrong/unintended behaviour).
To replicate it, OR the input of an instant NOT gate (http://youtu.be/vCsJWc7PcT0) and it's output together and attach it to another piston. Toggle the input and the piston will pulse even though it shouldn't. It usually only happens on the falling edge (lever going from on to off) because the block that gets pulled by the piston (and by that allows a new connection to a powersource) gets updated after the line of redstone that is directly connect to the lever, which leads to a combined output that pulses for a split second. It does not affect all positions/placements because of the location dependent nature of block updates in Minecraft.
With the use of instant ALUs, we could build 5Hz CPUs (maybe with small games running on it) and other very cool things but this completely illogical bug doesn't seem to get the attention it needs.
I suggest a server command / gamerule to switch between the current (unintended) behaviour and the fixed/intended behaviour so that contraptions of people using microticks can remain working.
More info in the last few comments.
- is duplicated by
-
MC-12678 Rapid Fire Redstone Connecting to Pistons Creates a Graphical Glitch
- Resolved
-
MC-16814 Piston appears to be retracted AND extended when rapidly changing the signal strength
- Resolved
-
MC-26849 Nanoticks in 1.6.2
- Resolved
-
MC-28260 Redstone
- Resolved
-
MC-47101 Piston texture issue when using a super fast command block pulse
- Resolved
-
MC-49316 double piston?
- Resolved
-
MC-49564 Piston Still Getting Double Arm in Snapshot
- Resolved
-
MC-49981 Reloading the world causes glitchy piston head
- Resolved
-
MC-51849 Block Glitch
- Resolved
-
MC-157901 When you 1 tick a sticky piston pushing a redstone block, and wire redstone coming from the pushed redstone block into a piston psuhing the redstone block to its original place the redstone will not appear powered but it actually is
- Resolved
-
MC-175780 Redstone doesn't update texture through 1 tick piston
- Resolved
-
MC-182923 Visual bug with monostable circuits using target blocks
- Resolved
-
MC-258563 Pistons don't react to one-tick pulses in certain chunks
- Resolved
- relates to
-
MC-9955 Repeater locks incorrectly pulse under certain conditions (due to inconsistent block updates)
- Reopened
-
MC-110120 Minecart doesn't get pushed when pushed by a 0-tick piston
- Resolved
-
MC-1775 Hash size breaks redstone
- Resolved
-
MC-9714 Cut redstone doesn't de-power for one tick
- Reopened
-
MC-8923 Powered mechanisms (except for Dispensers and Droppers) react when they should not
- Resolved
-
MCPE-15391 [Copy of MC-8328] Powered mechanisms react when receiving a 0 tick redstone signal (existence of micro-pulses in general / inconsistent block update 'algorithm')
- Resolved
-
MC-1263 Powered mechanisms react to change of redstone connectivity
- Resolved